Crap..., Luckily it was an old WW2 plane, and not some jet fighter
Building a protected airfield, at some distance from the Godmodder
1/25
Control Tower
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar
-500/500 health
Produces 1 divebomber each 3th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor
Bomber hangar
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 4th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
Fighter
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
Divebomber
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
Bombers
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
Notice: Machineguns can only be used when planes are flying low.
Control Tower
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar
-500/500 health
Produces 1 divebomber each 3th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor
Bomber hangar
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 4th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
Fighter
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
Divebomber
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
Bombers
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
Notice: Machineguns can only be used when planes are flying low.
Control Tower
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar
-500/500 health
Produces 1 divebomber each 3th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor
Bomber hangar
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 4th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
Fighter
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
Divebomber
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
Bombers
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
Notice: Machineguns can only be used when planes are flying low.
Note: when its finished, just ask for a plane
Does anyone think i could make my own forum game if i expand on this? Just a silly idea
The Meaning of Life, the Universe, and Everything.
Join Date:
6/25/2013
Posts:
48
Member Details
41/50
The ground starts shaking. Strang pillars appear. Dark energy is rising The undead is rising, my army is coming soon. The undead gets stronger. My castle is almost... nope it'll take a while. Almost done, almost. My order is almost here.
11/30
What is pie divided by pie? Its brains. Brains=Pie Brains are tasty. DR Zomboss wants to join He brings the...ZomCannon to help the Anti-Godmodders. (assembly required)
I fire head seaking misiles at the plane the Godmodder's in.
Suddenly, My backdoor activates, giving me mod powers on the server. I then engage in a mod war with the godmodder. if the godmodder does anything other than countering me, i will get the advantage and blast him, causing damage. however, if he counters me for 3 straight turns, I lose mod powers. this war continues until one of us is out.
Crap..., Luckily it was an old WW2 plane, and not some jet fighter Building a protected airfield, at some distance from the Godmodder 1/25
Control Tower -1000/1000 health -scans for targets and sends the right planes Fighter Hangar -500/500 health -Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets Divebombers hangar -500/500 health Produces 1 divebomber each 3th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor Bomber hangar -750/750 (its larger because bombers are larger planes) - produces 1 bomber every 4th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates. Shield -1750/1750 basic -chargeable power shield up to 5000 (can charge 500 in a turn) -protects against all kinds of attack, whether its physical, electronic or magic Messroom -750/750 -here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
Fighter -250/250 health -basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor -Has high speed, only vulnerable to Heavy Machineguns and other planes Divebomber -350/350 health -Has machineguns as basic attack -Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3) -medium speed, also vulnerable to automatic AA guns Bombers -500/500 health -defensive machineguns, its very difficult for any plane to get close -Carpet bombing, can erase a whole area, whatever is in there. Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. -low airspeed, very vulnerable to fighters, can be shot with all kinds of AA Notice: Machineguns can only be used when planes are flying low.
Control Tower -1000/1000 health -scans for targets and sends the right planes Fighter Hangar -500/500 health -Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets Divebombers hangar -500/500 health Produces 1 divebomber each 3th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor Bomber hangar -750/750 (its larger because bombers are larger planes) - produces 1 bomber every 4th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates. Shield -1750/1750 basic -chargeable power shield up to 5000 (can charge 500 in a turn) -protects against all kinds of attack, whether its physical, electronic or magic Messroom -750/750 -here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
Fighter -250/250 health -basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor -Has high speed, only vulnerable to Heavy Machineguns and other planes Divebomber -350/350 health -Has machineguns as basic attack -Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3) -medium speed, also vulnerable to automatic AA guns Bombers -500/500 health -defensive machineguns, its very difficult for any plane to get close -Carpet bombing, can erase a whole area, whatever is in there. Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. -low airspeed, very vulnerable to fighters, can be shot with all kinds of AA Notice: Machineguns can only be used when planes are flying low.
Note: when its finished, just ask for a plane Does anyone think i could make my own forum game if i expand on this? Just a silly idea
41/50 The ground starts shaking. Strang pillars appear. Dark energy is rising The undead is rising, my army is coming soon. The undead gets stronger. My castle is almost... nope it'll take a while. Almost done, almost. My order is almost here. 11/30 What is pie divided by pie? Its brains. Brains=Pie Brains are tasty. DR Zomboss wants to join He brings the...ZomCannon to help the Anti-Godmodders. (assembly required) I fire head seaking misiles at the plane the Godmodder's in.
10/10 Backdoor 9/10 Worker Bot 19/100 UOSS Suddenly, My backdoor activates, giving me mod powers on the server. I then engage in a mod war with the godmodder. if the godmodder does anything other than countering me, i will get the advantage and blast him, causing damage. however, if he counters me for 3 straight turns, I lose mod powers. this war continues until one of us is out.
I, along with all 12 of my EMPERORS, blast the Z-Mech.
1,200 damage! You notice your EMPERORS are starting to get weaker...
The Pro-Godmodders are taking notice that basically all you are doing is charging attacks! The Mechs all do a combo against the Spectral Assassin, dealing 8,000 damage to him! The Godmodder, while countering Crusher, divebombs Fred with a bucket of ice-cold water, damaging him for 3,000 health and causing him to not be able to attack this turn! The Flagship and Scaliferd heal the fort for 400 HP, but Scaliferd receives 3,500 damage due to being caught in the crossfire. However, they also deal 2,000 damage to the SP-Mech! All the Mechs combined unleash an Anti-Player beam, blocking three attacks next turn! ...That is, if there are any, amidst this sea of charges.
This is the part where I usually fight Abyss. However, because of the path I took, I am fighting the much harder NIGHT TERROR! *DUN DUN DAHHHHHHHHHHHH!!!!!!!*
Rollback Post to RevisionRollBack
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft? TOPICS I MAKE, Y U NO STAY ALIVE?
I open my hacking laptop, but my hacking laptop is updating. When my hacking laptop finishes updating, the hacking function no longer works. "Dammit, dammit, dammit!" I say as I strike the keyboard, sending sparks flying through the air. I file an error report and go look up the Godmodder's address again, just to clarify that my last post had indeed seen me going to the Godmodder's address. I was correct. I have indeed put explosives in the Godmodder's belongings. In order to avoid any more confusion, I will no longer use any pronouns in my posts.
Rollback Post to RevisionRollBack
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Soulcalibur Quest: 8.5/10
Fighting Zasalamel in the lost cathedral.
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
The unstable mech I am riding on glows white hot.
[1/4]
GODDAMN IT
STUPID GENDERFLIP VIRUS
An alternate timeline emerges.
However, we must first start from the beginning...
Building a protected airfield, at some distance from the Godmodder
1/25
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar
-500/500 health
Produces 1 divebomber each 3th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor
Bomber hangar
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 4th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
Divebomber
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
Bombers
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
Notice: Machineguns can only be used when planes are flying low.
I power up with the apple and strike true at the head of the enderdragon! Several hundred times.
Check out my bad CTM map reviews here.
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar
-500/500 health
Produces 1 divebomber each 3th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor
Bomber hangar
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 4th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
Divebomber
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
Bombers
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
Notice: Machineguns can only be used when planes are flying low.
Note: when its finished, just ask for a plane
Does anyone think i could make my own forum game if i expand on this? Just a silly idea
The ground starts shaking. Strang pillars appear. Dark energy is rising The undead is rising, my army is coming soon. The undead gets stronger. My castle is almost... nope it'll take a while. Almost done, almost. My order is almost here.
11/30
What is pie divided by pie? Its brains. Brains=Pie Brains are tasty. DR Zomboss wants to join He brings the...ZomCannon to help the Anti-Godmodders. (assembly required)
I fire head seaking misiles at the plane the Godmodder's in.
9/10 Worker Bot
19/100 UOSS
Suddenly, My backdoor activates, giving me mod powers on the server. I then engage in a mod war with the godmodder. if the godmodder does anything other than countering me, i will get the advantage and blast him, causing damage. however, if he counters me for 3 straight turns, I lose mod powers. this war continues until one of us is out.
An alternate timeline emerges.
However, we must first start from the beginning...
+500 Fort HP!
Are you kidding me?
Good thinking.
1,400 damage!
...What?
So... many... charges...
1,600 damage!
+450 Fort HP!
The godmodder simply counters your attack.
1,200 damage! You notice your EMPERORS are starting to get weaker...
The Pro-Godmodders are taking notice that basically all you are doing is charging attacks! The Mechs all do a combo against the Spectral Assassin, dealing 8,000 damage to him! The Godmodder, while countering Crusher, divebombs Fred with a bucket of ice-cold water, damaging him for 3,000 health and causing him to not be able to attack this turn! The Flagship and Scaliferd heal the fort for 400 HP, but Scaliferd receives 3,500 damage due to being caught in the crossfire. However, they also deal 2,000 damage to the SP-Mech! All the Mechs combined unleash an Anti-Player beam, blocking three attacks next turn! ...That is, if there are any, amidst this sea of charges.
Fort: [AG] HP: 2,550/9,000. Shields: 50%. Specials: Turret 1. HP: 0/2,500. Turret 2. HP: 0/2,500. Is Cursed.
Flagship: [AG] HP: 41,500/50,000.
Fred the Fierce Fire Golem: [AG] HP: 15,500/19,000.
Scaliferd: [AG] HP: 48,500/50,000.
Ninja Tank: [AG] HP: 13,000/13,000.
Spectral Assassin: [AG] HP: 3,000/17,000.
Z-Mech: [PG] HP: 4,700/35,000. Specials: Is bodyguard.
S-Mech: [PG] HP: 8,800/40,000.
SP-Mech: [PG] HP: 10,600/30,000.
Pieter's Plane: [PG] HP: 14,400/20,000.
Godmodder: HP: 100/125.
[2/4]
GODDAMN IT
STUPID GENDERFLIP VIRUS
I help TT fight the dragon
This is the part where I usually fight Abyss. However, because of the path I took, I am fighting the much harder NIGHT TERROR! *DUN DUN DAHHHHHHHHHHHH!!!!!!!*
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?